Similar Content

Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....
#gamedev #indiedev #madewithunity #screenshotsaturday

I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
Thanks in advance for your time reading a newbie

Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.

Recommended Posts

OK, so I was too late with my post yesterday about Microsoft giving away its development tools to students, but how about this one? I haven't seen it around here.
Microsoft Opens Game Development
By AMANDA FEHD (Associated Press Writer)
From Associated Press
February 20, 2008 5:13 PM EST
SAN FRANCISCO - Microsoft Corp. said Wednesday it will make Xbox 360 video games developed by players available for download through the console's online service.
The new service will double the size of the Xbox 360 game library, to 1,000 games within a year of its launch, scheduled for this holiday season, the company said.
To distribute a game on the Xbox Live service, game creators must use Microsoft's XNA Game Studio software, which requires a $99 per-year subscription, or be an XNA Creators Club member. Each game will be vetted for quality and appropriateness by the online community itself.
Creators Club members will be able to test a beta version starting this spring.
In addition, Microsoft announced that game developers also will be able to build games for the software maker's Zune digital media players.
"The time has come for the games industry to open its doors to all game creators, enabling anyone to share their creations with the world," John Schappert, a vice president of gaming at Microsoft, told an audience of about 6,000 game developers at a San Francisco conference.
Microsoft also said it will give students free access to its XNA Game Studio 2.0, its video game development program.
The moves to encourage Xbox 360 game development comes as the company faces fierce competition from Nintendo Co. and Sony Corp.'s PlayStation in the game console market. Nintendo last year unveiled its own game development tool, called WiiWare.

0

Share this post

Link to post

Share on other sites

At this point that really doesn't mean a lot, and it won't until we actually get the tools into our hands. This more or less confirms the original view of Microsoft wanting to create the "youtube" of games.

The only two pieces of information that I see in that is:1. The community is going to be the one moderating the content of the games (although I can still see this being a legal minefield for Microsoft, with people creating copyright breaking/illicit games).2. The approximate time frame that we will get to see these tools (spring, however that is defined)

Share this post

Link to post

Share on other sites

The new bits are that you can (or will be able to) develop for the Zune, and can upload your games directly to XBLA. I don't know the exact process of sharing XNA games previously, but I'm pretty sure you had to release your game and content on the web, and if anyone who was a Creators Club member wanted to play it, they'd have to download your game and push it onto their Xbox themselves. Something like that, at least.

0

Share this post

Link to post

Share on other sites

A: The Zune device can support multiple Zunes that have wireless turned on. If all the Zunes have the game deployed, and the game is written to work in a multiplayer mode, you can join in and play games with other Zunes.